![]() When rolling against a skill covered by your wildcard skill, substitute in that skill's controlling attribute. Wildcard skills cost 3× the points of a Very Hard skill, and have no default controlling attribute-use a base of 10 for straight rolls. For example, includes not only the, , and scientific skills, but also, , and when making rolls directly related to being a geologist. Wildcard skills can also cover all skills related to a profession or background. For instance, you could attempt a roll whenever the adventure calls for a roll against, , or another science skill. ![]() For example, is the skill of "all science." Wildcard skills include and replace all specific skills within their area. The names of these skills end in an exclamation point in order to distinguish them from normal skills. Wildcard skills cover extremely broad categories of ability. This skill should reflect your character's core concept. ![]() ![]() Wildcard Skills: You must take at least one wildcard skill. There are a few starting parameters for this campaign: Roll-Playing Traits Wildcard Skills: Point Costs Relative Level You need not spend all of them at character creation. You have 125 points with which to build your character, following the GURPS Prime Directive character rules.
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